87122ca369
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14833 16af8721-9629-0410-8352-f15c8da7e697
493 lines
18 KiB
C++
493 lines
18 KiB
C++
/* OpenSceneGraph example, osgprerender.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <osg/GLExtensions>
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#include <osg/Node>
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#include <osg/Geometry>
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#include <osg/Notify>
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#include <osg/MatrixTransform>
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#include <osg/Texture2D>
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#include <osg/TextureRectangle>
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#include <osg/Stencil>
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#include <osg/ColorMask>
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#include <osg/Depth>
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#include <osg/Billboard>
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#include <osg/Material>
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#include <osg/AnimationPath>
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#include <osgGA/TrackballManipulator>
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#include <osgGA/FlightManipulator>
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#include <osgGA/DriveManipulator>
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#include <osgUtil/SmoothingVisitor>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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#include <osgViewer/Viewer>
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#include <osgViewer/ViewerEventHandlers>
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#include <iostream>
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// call back which creates a deformation field to oscillate the model.
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class MyGeometryCallback :
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public osg::Drawable::UpdateCallback,
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public osg::Drawable::AttributeFunctor
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{
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public:
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MyGeometryCallback(const osg::Vec3& o,
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const osg::Vec3& x,const osg::Vec3& y,const osg::Vec3& z,
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double period,double xphase,double amplitude):
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_firstCall(true),
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_startTime(0.0),
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_time(0.0),
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_period(period),
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_xphase(xphase),
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_amplitude(amplitude),
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_origin(o),
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_xAxis(x),
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_yAxis(y),
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_zAxis(z) {}
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virtual void update(osg::NodeVisitor* nv,osg::Drawable* drawable)
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{
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// OpenThreads::Thread::microSleep( 1000 );
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const osg::FrameStamp* fs = nv->getFrameStamp();
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double simulationTime = fs->getSimulationTime();
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if (_firstCall)
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{
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_firstCall = false;
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_startTime = simulationTime;
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}
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_time = simulationTime-_startTime;
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drawable->accept(*this);
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drawable->dirtyBound();
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osg::Geometry* geometry = dynamic_cast<osg::Geometry*>(drawable);
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if (geometry)
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{
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osgUtil::SmoothingVisitor::smooth(*geometry);
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}
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}
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virtual void apply(osg::Drawable::AttributeType type,unsigned int count,osg::Vec3* begin)
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{
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if (type == osg::Drawable::VERTICES)
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{
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const float TwoPI=2.0f*osg::PI;
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const float phase = -_time/_period;
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osg::Vec3* end = begin+count;
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for (osg::Vec3* itr=begin;itr<end;++itr)
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{
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osg::Vec3 dv(*itr-_origin);
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osg::Vec3 local(dv*_xAxis,dv*_yAxis,dv*_zAxis);
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local.z() = local.x()*_amplitude*
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sinf(TwoPI*(phase+local.x()*_xphase));
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(*itr) = _origin +
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_xAxis*local.x()+
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_yAxis*local.y()+
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_zAxis*local.z();
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}
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}
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}
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bool _firstCall;
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double _startTime;
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double _time;
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double _period;
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double _xphase;
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float _amplitude;
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osg::Vec3 _origin;
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osg::Vec3 _xAxis;
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osg::Vec3 _yAxis;
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osg::Vec3 _zAxis;
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};
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struct MyCameraPostDrawCallback : public osg::Camera::DrawCallback
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{
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MyCameraPostDrawCallback(osg::Image* image):
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_image(image)
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{
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}
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virtual void operator () (const osg::Camera& /*camera*/) const
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{
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if (_image && _image->getPixelFormat()==GL_RGBA && _image->getDataType()==GL_UNSIGNED_BYTE)
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{
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// we'll pick out the center 1/2 of the whole image,
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int column_start = _image->s()/4;
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int column_end = 3*column_start;
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int row_start = _image->t()/4;
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int row_end = 3*row_start;
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// and then invert these pixels
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for(int r=row_start; r<row_end; ++r)
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{
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unsigned char* data = _image->data(column_start, r);
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for(int c=column_start; c<column_end; ++c)
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{
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(*data) = 255-(*data); ++data;
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(*data) = 255-(*data); ++data;
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(*data) = 255-(*data); ++data;
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(*data) = 255; ++data;
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}
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}
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// dirty the image (increments the modified count) so that any textures
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// using the image can be informed that they need to update.
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_image->dirty();
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}
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else if (_image && _image->getPixelFormat()==GL_RGBA && _image->getDataType()==GL_FLOAT)
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{
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// we'll pick out the center 1/2 of the whole image,
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int column_start = _image->s()/4;
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int column_end = 3*column_start;
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int row_start = _image->t()/4;
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int row_end = 3*row_start;
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// and then invert these pixels
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for(int r=row_start; r<row_end; ++r)
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{
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float* data = (float*)_image->data(column_start, r);
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for(int c=column_start; c<column_end; ++c)
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{
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(*data) = 1.0f-(*data); ++data;
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(*data) = 1.0f-(*data); ++data;
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(*data) = 1.0f-(*data); ++data;
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(*data) = 1.0f; ++data;
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}
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}
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// dirty the image (increments the modified count) so that any textures
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// using the image can be informed that they need to update.
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_image->dirty();
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}
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}
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osg::Image* _image;
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};
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osg::Node* createPreRenderSubGraph(osg::Node* subgraph,
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unsigned tex_width, unsigned tex_height,
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osg::Camera::RenderTargetImplementation renderImplementation,
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bool useImage, bool useTextureRectangle, bool useHDR,
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unsigned int samples, unsigned int colorSamples)
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{
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if (!subgraph) return 0;
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// create a group to contain the flag and the pre rendering camera.
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osg::Group* parent = new osg::Group;
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// texture to render to and to use for rendering of flag.
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osg::Texture* texture = 0;
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if (useTextureRectangle)
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{
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osg::TextureRectangle* textureRect = new osg::TextureRectangle;
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textureRect->setTextureSize(tex_width, tex_height);
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textureRect->setInternalFormat(GL_RGBA);
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textureRect->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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textureRect->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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texture = textureRect;
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}
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else
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{
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osg::Texture2D* texture2D = new osg::Texture2D;
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texture2D->setTextureSize(tex_width, tex_height);
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texture2D->setInternalFormat(GL_RGBA);
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texture2D->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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texture2D->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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texture = texture2D;
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}
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if (useHDR)
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{
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texture->setInternalFormat(GL_RGBA16F_ARB);
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texture->setSourceFormat(GL_RGBA);
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texture->setSourceType(GL_FLOAT);
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}
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// first create the geometry of the flag of which to view.
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{
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// create the to visualize.
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osg::Geometry* polyGeom = new osg::Geometry();
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polyGeom->setName( "PolyGeom" );
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polyGeom->setDataVariance( osg::Object::DYNAMIC );
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polyGeom->setSupportsDisplayList(false);
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osg::Vec3 origin(0.0f,0.0f,0.0f);
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osg::Vec3 xAxis(1.0f,0.0f,0.0f);
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osg::Vec3 yAxis(0.0f,0.0f,1.0f);
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osg::Vec3 zAxis(0.0f,-1.0f,0.0f);
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float height = 100.0f;
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float width = 200.0f;
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int noSteps = 20;
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osg::Vec3Array* vertices = new osg::Vec3Array;
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osg::Vec3 bottom = origin;
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osg::Vec3 top = origin; top.z()+= height;
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osg::Vec3 dv = xAxis*(width/((float)(noSteps-1)));
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osg::Vec2Array* texcoords = new osg::Vec2Array;
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// note, when we use TextureRectangle we have to scale the tex coords up to compensate.
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osg::Vec2 bottom_texcoord(0.0f,0.0f);
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osg::Vec2 top_texcoord(0.0f, useTextureRectangle ? tex_height : 1.0f);
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osg::Vec2 dv_texcoord((useTextureRectangle ? tex_width : 1.0f)/(float)(noSteps-1),0.0f);
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for(int i=0;i<noSteps;++i)
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{
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vertices->push_back(top);
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vertices->push_back(bottom);
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top+=dv;
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bottom+=dv;
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texcoords->push_back(top_texcoord);
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texcoords->push_back(bottom_texcoord);
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top_texcoord+=dv_texcoord;
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bottom_texcoord+=dv_texcoord;
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}
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// pass the created vertex array to the points geometry object.
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polyGeom->setVertexArray(vertices);
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polyGeom->setTexCoordArray(0,texcoords);
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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polyGeom->setColorArray(colors, osg::Array::BIND_OVERALL);
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polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,vertices->size()));
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// new we need to add the texture to the Drawable, we do so by creating a
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// StateSet to contain the Texture StateAttribute.
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osg::StateSet* stateset = new osg::StateSet;
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stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON);
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polyGeom->setStateSet(stateset);
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polyGeom->setUpdateCallback(new MyGeometryCallback(origin,xAxis,yAxis,zAxis,1.0,1.0/width,0.2f));
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osg::Geode* geode = new osg::Geode();
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geode->addDrawable(polyGeom);
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parent->addChild(geode);
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}
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// then create the camera node to do the render to texture
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{
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osg::Camera* camera = new osg::Camera;
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// set up the background color and clear mask.
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camera->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
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camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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const osg::BoundingSphere& bs = subgraph->getBound();
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if (!bs.valid())
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{
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return subgraph;
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}
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float znear = 1.0f*bs.radius();
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float zfar = 3.0f*bs.radius();
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// 2:1 aspect ratio as per flag geometry below.
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float proj_top = 0.25f*znear;
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float proj_right = 0.5f*znear;
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znear *= 0.9f;
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zfar *= 1.1f;
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// set up projection.
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camera->setProjectionMatrixAsFrustum(-proj_right,proj_right,-proj_top,proj_top,znear,zfar);
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// set view
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setViewMatrixAsLookAt(bs.center()-osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
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// set viewport
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camera->setViewport(0,0,tex_width,tex_height);
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// set the camera to render before the main camera.
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camera->setRenderOrder(osg::Camera::PRE_RENDER);
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// tell the camera to use OpenGL frame buffer object where supported.
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camera->setRenderTargetImplementation(renderImplementation);
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if (useImage)
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{
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osg::Image* image = new osg::Image;
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//image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_UNSIGNED_BYTE);
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image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_FLOAT);
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// attach the image so its copied on each frame.
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camera->attach(osg::Camera::COLOR_BUFFER, image,
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samples, colorSamples);
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camera->setPostDrawCallback(new MyCameraPostDrawCallback(image));
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// Rather than attach the texture directly to illustrate the texture's ability to
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// detect an image update and to subload the image onto the texture. You needn't
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// do this when using an Image for copying to, as a separate camera->attach(..)
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// would suffice as well, but we'll do it the long way round here just for demonstration
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// purposes (long way round meaning we'll need to copy image to main memory, then
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// copy it back to the graphics card to the texture in one frame).
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// The long way round allows us to manually modify the copied image via the callback
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// and then let this modified image by reloaded back.
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texture->setImage(0, image);
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}
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else
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{
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// attach the texture and use it as the color buffer.
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camera->attach(osg::Camera::COLOR_BUFFER, texture,
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0, 0, false,
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samples, colorSamples);
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}
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// add subgraph to render
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camera->addChild(subgraph);
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parent->addChild(camera);
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}
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return parent;
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}
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int main( int argc, char **argv )
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates pre rendering of scene to a texture, and then apply this texture to geometry.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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arguments.getApplicationUsage()->addCommandLineOption("--fbo","Use Frame Buffer Object for render to texture, where supported.");
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arguments.getApplicationUsage()->addCommandLineOption("--fb","Use FrameBuffer for render to texture.");
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arguments.getApplicationUsage()->addCommandLineOption("--pbuffer","Use Pixel Buffer for render to texture, where supported.");
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arguments.getApplicationUsage()->addCommandLineOption("--window","Use a separate Window for render to texture.");
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arguments.getApplicationUsage()->addCommandLineOption("--width","Set the width of the render to texture.");
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arguments.getApplicationUsage()->addCommandLineOption("--height","Set the height of the render to texture.");
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arguments.getApplicationUsage()->addCommandLineOption("--image","Render to an image, then apply a post draw callback to it, and use this image to update a texture.");
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arguments.getApplicationUsage()->addCommandLineOption("--texture-rectangle","Use osg::TextureRectangle for doing the render to texture to.");
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// construct the viewer.
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osgViewer::Viewer viewer(arguments);
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// add stats
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viewer.addEventHandler( new osgViewer::StatsHandler() );
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// add the record camera path handler
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viewer.addEventHandler(new osgViewer::RecordCameraPathHandler);
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// add the threading handler
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viewer.addEventHandler( new osgViewer::ThreadingHandler() );
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// if user request help write it out to cout.
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if (arguments.read("-h") || arguments.read("--help"))
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{
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arguments.getApplicationUsage()->write(std::cout);
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return 1;
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}
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unsigned int tex_width = 1024;
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unsigned int tex_height = 512;
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unsigned int samples = 0;
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unsigned int colorSamples = 0;
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while (arguments.read("--width", tex_width)) {}
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while (arguments.read("--height", tex_height)) {}
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osg::Camera::RenderTargetImplementation renderImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
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while (arguments.read("--fbo")) { renderImplementation = osg::Camera::FRAME_BUFFER_OBJECT; }
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while (arguments.read("--pbuffer")) { renderImplementation = osg::Camera::PIXEL_BUFFER; }
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while (arguments.read("--pbuffer-rtt")) { renderImplementation = osg::Camera::PIXEL_BUFFER_RTT; }
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while (arguments.read("--fb")) { renderImplementation = osg::Camera::FRAME_BUFFER; }
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while (arguments.read("--window")) { renderImplementation = osg::Camera::SEPARATE_WINDOW; }
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while (arguments.read("--fbo-samples", samples)) {}
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while (arguments.read("--color-samples", colorSamples)) {}
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bool useImage = false;
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while (arguments.read("--image")) { useImage = true; }
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bool useTextureRectangle = false;
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while (arguments.read("--texture-rectangle")) { useTextureRectangle = true; }
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bool useHDR = false;
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while (arguments.read("--hdr")) { useHDR = true; }
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// load the nodes from the commandline arguments.
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osg::Node* loadedModel = osgDB::readNodeFiles(arguments);
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// if not loaded assume no arguments passed in, try use default mode instead.
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if (!loadedModel) loadedModel = osgDB::readNodeFile("cessna.osgt");
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if (!loadedModel)
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{
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return 1;
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}
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// create a transform to spin the model.
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osg::MatrixTransform* loadedModelTransform = new osg::MatrixTransform;
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loadedModelTransform->addChild(loadedModel);
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osg::NodeCallback* nc = new osg::AnimationPathCallback(loadedModelTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f));
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loadedModelTransform->setUpdateCallback(nc);
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osg::Group* rootNode = new osg::Group();
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rootNode->addChild(createPreRenderSubGraph(loadedModelTransform,tex_width,tex_height, renderImplementation, useImage, useTextureRectangle, useHDR, samples, colorSamples));
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//osgDB::writeNodeFile(*rootNode, "test.osgb");
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// add model to the viewer.
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viewer.setSceneData( rootNode );
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return viewer.run();
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}
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